To anyone familiar with using “rbxgameasset” vs “AssetID” to link images, I would like to know if there is a way to do this with meshes?
Specifically, when you use, for example, “rbxgameasset://Images/imagename”, instead of using “rbxassetid://IdNumber”, a person using Synapse or the like is not able to steal your images.
This can easily be used to prevent the theft of decals, GUI elements, and even textures. I’ve had this tested and confirmed it works.
However, when I attempt to do the same with “rbxgameasset://Meshes/MeshName” it just rolls back to the MeshID as if I never typed anything in.
Note Currently, as I am still attempting this, I have discovered that attempting to do so using a special mesh does allow me to at least enter the name that way, though I have yet to get that part to show up, so it might be possible with SpecialMesh simply. Because of collisions, however, I would ultimately prefer to use a MeshPart and not a SpecialMesh.
I have confirmed, in the title of the mesh if I go to edit the asset, that the name is indeed stored as Meshes/MeshName and there is no error in the way I am typing it in as far as that is concerned.
Is there another way to enter this and make it work? Perhaps I’m just getting the address wrong?
Attached is a photo of what I mean by this, hopefully, I’m wording it in a way that’s helpful.
I’ve checked the forums as well as guesswork, so far I have not been able to find a way to make this work.
Thank you for any help able to be offered.!
Sample: (In this sample, the texture is protected, the mesh is not)